Hold Breath. While out of water, the anchor whale can hold its breath for 1 hour.
Underwater Camouflage. The anchor whale has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The anchor whale can breathe only underwater.
Multiattack. The anchor whale can attack two times with its tentacles. Loses one attack per grappled creature.
Actions:
Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Lethal bite. A grappled creature by its tentacles takes 10 (3d6) piercing damage and must save (DC 17) constitution saving throw, on a failed save the target starts bleeding.
A bleeding creature can use its action to treat the injurie [Medicine check dc 10] While bleeding the creature takes (2d6) extra damage from physical attacks.
Spit ink (Recharges 6). The anchor whale can target a creature whitin 60ft range. The creature must save (DC17) constitution saving throw or become blinded. A creature blinded this way must use its action to recover its sight or reapeat the saving throw at the ends of its turns.
While blinded this way the target also takes a penalty -5 to attacks.
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